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Work in Progress / Mercenaries 2 : Reborn!

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David T
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Posted: 17th Aug 2004 02:43
I must fit in a ragdoll monkey somewhere along the line. Maybe as something you can throw at guards to distract them.

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Hawkeye
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Posted: 17th Aug 2004 07:02
Shouda told you this before, but my PC specs are:
2800+ 2.08 GHz AMD Athlon XP processer
512 megs memory
nVIDA GeForce 4 MX w/ 64 megs shared memory

It ran at a constant 35 fps or so, even underwater.

Ooooooo... Level design! I had looked at the levels dir before and kinda had figured it out, but I didn't want to mess anything up

RAGDOLL MONKEYS! Whoo yeah...

~Hawkeye
David T
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Posted: 17th Aug 2004 07:58
lol

See what you guys can come up with in terms of levels

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teh game wiz
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Posted: 17th Aug 2004 08:04 Edited at: 17th Aug 2004 08:05
exploading ragdoll monkey(like a grenade) would be cool.

heres a screen shot using a quick 5 minuite map i made

couldnt get your water to show so i used a texture instead(using a older version of m2)

good game, keep up the good work.

SubNova
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Posted: 17th Aug 2004 11:52
First of all, some suggestions already!
1. You NEED to change those death messages to something more Unreal-esque (i.e.Gorilla Munchkin was ruined by Human Player's Rocket Launcher, Human Player was decimated by Orc Munchkin)

2. You may want to change some weapons. For example, replace the Colt .45 with something that packs more...pizzazz (i.e. Raptor .50 from 007 Nightfire), compliment the sniper with a silent yet deadly dartgun or Delta Repeater equivalent, and give all of the weapons a secondary fire.


~Iron

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Now in Apollo Clan initiation!!!
Dgamer
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Posted: 17th Aug 2004 12:12
Quote: "1. You NEED to change those death messages to something more Unreal-esque (i.e.Gorilla Munchkin was ruined by Human Player's Rocket Launcher, Human Player was decimated by Orc Munchkin)"

Hmm, I actually like the humorous ones, so I vote to keep them how they are now.

This sig has been dullified!
John H
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Posted: 17th Aug 2004 13:35
Wheres the advanced terrain plugin? I cant find it anywhere >_< Ive been outa things for a while I guess


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walaber
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Posted: 17th Aug 2004 13:50
David T if you want I'd be glad to help you add ragdoll deaths to your game... it should be pretty simple since the level is an advanced terrain, and Newton supports them fully now. might require a little adjustment to the character models though.

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David T
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Posted: 17th Aug 2004 17:18
All the models have limbs, which I think are bones (:s).

They're all from DM2. If you could take a look at some of the characters and see about the bones using CFX, I'd be incredibly greatful

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walaber
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Posted: 17th Aug 2004 18:39
I'll have a look. although I imagine the bones aren't lined up for Newton right off... which means re-aligning the bones. which in turn will most likely screw up the animation data..

but we'll see. if I can get it working, I'll let you know. I've worked out how to generate ragdolls in real-time now as well, which is pretty cool.

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David T
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Posted: 17th Aug 2004 19:05
Yay thanks

How does the realtime work? Limb data? Can you post some code, I'd be really interested.

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Programmer EXtreme2
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Posted: 17th Aug 2004 19:17
you should have waited for Fpsc to come out, you could create more unreal-like genre levels and have better guns. no offence but the guns you have SUCK!!

I Will Host Your game at my site!!!
David T
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Posted: 17th Aug 2004 19:26
Err - excuse me? FPSC is a click-n-play solution and won't be able to provide nearly as much detail as I've got here. It also does indoor levels, not outdoor ones.
I prefer to code a game and put effort in, not click a few buttons.

And, btw, my guns are from TGC's DarkMATTER 2, ie. the same guy who's probably gonna be modelling the FPSC guns.

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David T
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Posted: 17th Aug 2004 21:45
It seems I've got the help of a Professional composer to make some music for this

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SubNova
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Posted: 17th Aug 2004 23:35
I agree that the weapons don't have enough muscle. What ever happened to the Ion Painter? Impact Hammer?
~Iron

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David T
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Posted: 17th Aug 2004 23:50
I didn't add any of those :s

It's meant to be slightly removed from real life, but not as much as quake or unreal.

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Hawkeye
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Posted: 18th Aug 2004 01:48 Edited at: 18th Aug 2004 23:00
Hey, RPGamer! You're back! W00t W00t! You probally don't know me, but I sure remember you...

btw, the Advanced Terrain thingee is on the DBP page...

@everyone else: Sure, the weapons need more punchy SFX, secendary modes, cooler weapons, nicer models, but keep in mind this is one person that's dev this game, and IMO, he's doing a bang-up job. With a team of 5-6 developers, maybe. But he's only one person. I'd like to see any of you do any better.

Quote: "Err - excuse me? FPSC is a click-n-play solution and won't be able to provide nearly as much detail as I've got here. It also does indoor levels, not outdoor ones.
I prefer to code a game and put effort in, not click a few buttons."

Same here. FPSC will be cool, but there's no match to sitting down and coding. Hitting buttons isn't as mutch fun.

Now, on to a nicer attitude... Newton physics would be way cool, but the DM2 models will take some adjusting to fix properly. I sure hope it works, though. Nothing cooler than ragdoll monkeys

~Hawkeye

Edit: got rid of this line:
Quote: " What happened to the RPG tutorials you were working on? "
Sorry for the hijacking, DavidT.
David T
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Posted: 18th Aug 2004 01:52
lol

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walaber
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Posted: 18th Aug 2004 14:14
hmmm.. I had a look at the DM2 models (just the humans) in your game, and they look alright for Newton!! if I have a chance, I'll make a simple tech demo that turns a DM2 model into a ragdoll in realtime, and release it with the source code.

for an example of realtime ragdoll generation, see my recent post in the WIP forum

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David T
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Posted: 18th Aug 2004 18:43
Thanks very much I'm afraid I must've missed your post, I do tend to not look past this topic

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Powersoft
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Posted: 18th Aug 2004 19:21
good work matey


Scorched Turf --> [url href="http://forum.thegamecreators.com/?m=forum_view&t=37138&b=8"]Project Thread[/url]
David T
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Posted: 18th Aug 2004 20:15 Edited at: 18th Aug 2004 20:15
Hehe nobody has realised, I did post the full source to the game above!

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walaber
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Posted: 18th Aug 2004 20:32
yeah I saw it there... sneaky little source button

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ReD_eYe
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Posted: 18th Aug 2004 22:17
Looks exactly like the source for my latest blockbuster...


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David T
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Posted: 18th Aug 2004 22:23
Lol

Walaber, I've played with your auto ragdolls and they're very very good

On a different note, I think newton supports vehicle physics. Does the plugin support that?

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Hawkeye
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Posted: 18th Aug 2004 22:55 Edited at: 18th Aug 2004 23:01
*stares in amazement*

You would trust the source code of M2 to all us megalomanic developers? Wow!

Can't belive I missed that...

~Hawkeye

Edit: Oh, I get it now. The source code of M2, MINUS the main loop. Now that's a safe bet

Edit2: Sorry for the slight hijacking up there with RPGamer, I'll get rid of that bit about his tutorials...
David T
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Posted: 18th Aug 2004 23:04
Lol hehe - I'll be kind, here's the main loop.



I mean, giving away source is harmless. Only I however understand each bit and know what each obscurely named variable does

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Hawkeye
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Posted: 18th Aug 2004 23:26
Woah... So I take it M2 is gonna be open-source? Cool...

~Hawkeye
David T
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Posted: 18th Aug 2004 23:34
Nope. I'm just showing off

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Mitchell
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Posted: 19th Aug 2004 02:53
We dont want showing off, we want TREES! I know it's not your foult you dont have them yet, but still.. We want TREES

"A delayed game is eventually good, a bad game is bad forever"
- Shigeru Miyamoto
David T
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Posted: 19th Aug 2004 03:48
I've got some lowish poly trees going, they look *alright* (stresses alright). I'm gonna try and get some bushes going.

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The dude guy
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Posted: 19th Aug 2004 04:14
You should make the up key make you go up and the down key make you go backwards. Not the w and s keys! Just a suggestion! And you should put a chat box in the bottom corner and make this game an online and off game.

Note: JUST SUGGESTIONS!!!!!!!!

Andrew Tamalunas
David T
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Posted: 19th Aug 2004 04:24
At first I had arrow keys but WASD seems to be de facto in the industry now.

It's so much more easier and ergonomic - your hand aren't squashed in one half of the keyboard. And it allows easy access to the number and reload keys.

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Mitchell
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Posted: 19th Aug 2004 04:59
yeh.. WSAD control is MUCH better than directional keys

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teh game wiz
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Posted: 19th Aug 2004 06:25
Hawkeye
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Posted: 19th Aug 2004 07:09 Edited at: 19th Aug 2004 07:09
Yep yep yep... All true, and rightly so.
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Posted: 19th Aug 2004 07:59
Well can you allow us to switch the controls?

Andrew Tamalunas
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Posted: 19th Aug 2004 11:33
Actually, if nobody's realized, M2 isn't really M2; it's the second successful attempt at creating it. This game is really Mercenaries, not Mercenaries 2. Anyway, we could have some other DB games (Kalepian Invasion, for example) using the engine. You'd better bind it to the GNU General Public License to prevent false copyrighting. Other than that, a very gracious move on your part!
~Iron

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walaber
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Posted: 19th Aug 2004 12:38
Quote: "On a different note, I think newton supports vehicle physics. Does the plugin support that?"


not yet. the vehicle container is promised in the next big patch to the SDK, which I of course will wrap as soon as it comes out.

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David T
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Posted: 19th Aug 2004 16:59 Edited at: 19th Aug 2004 17:05
Quote: "Actually, if nobody's realized, M2 isn't really M2; it's the second successful attempt at creating it. This game is really Mercenaries, not Mercenaries 2. Anyway, we could have some other DB games (Kalepian Invasion, for example) using the engine. You'd better bind it to the GNU General Public License to prevent false copyrighting. Other than that, a very gracious move on your part!
~Iron"


I wrote Mercenaries in the original DB, then I wrote Mercenaries 2 in DBPro. I admit Merc 2 has been written twice in Pro, one version that supported BSP and got ruined, one version that uses terrain.

This is definately Merceanries 2. 3 even if you count the dodgy first version that won't compile anymore.


Quote: "Anyway, we could have some other DB games (Kalepian Invasion, for example) using the engine."


lol, at first I thought the post said "If you don't know other ames are using this engine...".

Once this is finished I probably will release the engine to individuals who ask. It's very easy to get a unique looking game, just change a few images, different levels and enemies and music and write your own menu.

Quote: "Well can you allow us to switch the controls?"


Definate maybe.

@walaber: okay, looking forward to it!

----------------------------

Okay update on the game, I've got a wonderful water effect in now that looks great. Only problem is, it gives you a headache if you star at it for too long :p

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SubNova
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Posted: 19th Aug 2004 23:51
Maybe some Merc 2 clans will sprout up (when you implement an online browser, available in the CodeBase), making the game's popularity potential up there with Duo!
:NOTE:I am Iron Condor, if you didn't know.
~Scion6

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David T
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Posted: 20th Aug 2004 00:22 Edited at: 20th Aug 2004 00:22
Hi,

Thanks very much for putting my web site in your sig

When I get round to multiplayer (whih would be very very hard! but not impossible ) then I willll look into it.

In theory I could script the game to create an entity of side 0 (a human player, not controlled by PC) and position the entity every time a net message is received. It'd act exactly like a normal enemy, but be PC controlled

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SubNova
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Posted: 20th Aug 2004 02:00
How did you start this in the first place? And after all this time, you never posted a team request?
~Scion6

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Hawkeye
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Posted: 20th Aug 2004 02:07
DavidT's a Uberprogrammer. What did you expect anyhow?

Cool idea, that putting the Merc2 thingee on your sig. Might do it myself aswell. Forget the DBP Fanboy (SEXAAAAAAY!), Merc2 is cool!

~Hawkeye
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Posted: 20th Aug 2004 02:09 Edited at: 20th Aug 2004 02:40
Hmmm, it doesn't update your sig on your old posts. Ah well.

Edit: hehe, I kinda like this sig! it's SEXAAAAAAAAY! becides, rEd_EyE specificaly put "No copyright existing" on the DBP Fanboy thing, so might as well use it, eh?

Edit2: naw, that's tacky. if you can't think up something as dumb as that, why are you posting on the forums?



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David T
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Posted: 20th Aug 2004 02:39
Hehe, I now have my own fanboys.

Quote: "How did you start this in the first place? And after all this time, you never posted a team request?"


After a few months with the original DB I started Mercenaries. With this game, I built upon the advanced terrain example (but that's almost all gone now).

As for team requests, no offence to anybody but they are useless. Hardly any "teams" get off the ground. It's much better to start yourself, then maybe ask somebody to model things etc.

The only other guy I have on this is a composer who's doing some music. Other than that, it's just me

Quote: "DavidT's a Uberprogrammer. What did you expect anyhow?"


Why thank you Yes I suppose I'm quite talented :p

I really like doing special effects. Before DBP transparency broke I could do some incredible particle fx. Ah well. Bring it back Lee!

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SubNova
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Posted: 20th Aug 2004 02:53
Can I help with the concept aspects?
~Scion6

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David T
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Posted: 20th Aug 2004 02:59
IMO there's no need for concept aspects. You can make maps, though

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David T
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Posted: 20th Aug 2004 03:02
http://previews.teamxbox.com/xbox/819/Mercenaries/p1


noooooooooooooooooooooooo

They stole my name!

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Hawkeye
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Posted: 20th Aug 2004 04:22 Edited at: 20th Aug 2004 04:23
Quote: "As for team requests, no offence to anybody but they are useless. Hardly any "teams" get off the ground. It's much better to start yourself, then maybe ask somebody to model things etc."

Take a look at the team requests page. Have you ever seen any of the games they were working on come out? Nope :p

Quote: " IMO there's no need for concept aspects. You can make maps, though "

Story line: You kill a bunch of things. The End.
What else do you need?

As for the name... So? Sue them for all they've got!

~Hawkeye

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